Talk:Creating an incinerator: Difference between revisions

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:::Yep, I'll try it. BTW: It's not so much easy, incinerator model doesn't have any 'collisions data' or whatever it's called. PS: Is here any other way to make cover than using [[func_door]]? ~ [[User:Rullaf|Rullaf]] 05:45, 5 Feb 2008 (PST)
:::Yep, I'll try it. BTW: It's not so much easy, incinerator model doesn't have any 'collisions data' or whatever it's called. PS: Is here any other way to make cover than using [[func_door]]? ~ [[User:Rullaf|Rullaf]] 05:45, 5 Feb 2008 (PST)
::::What do you mean by ''make cover''? --[[User:Etset|Etset]] 09:33, 5 Feb 2008 (PST)
::::What do you mean by ''make cover''? --[[User:Etset|Etset]] 09:33, 5 Feb 2008 (PST)
:::::I mean some brush that's blocking stuff and player, it have to open when animation of opening model is playing and vice versa. But i thing that func_door will be working. ~ [[User:Rullaf|Rullaf]] 05:45, 5 Feb 2008 (PST)
:::::I mean some brush that's blocking stuff and player, it have to open when animation of opening model is playing and vice versa. But i thing that func_door will be working. ~ [[User:Rullaf|Rullaf]] 03:00, 7 Feb 2008 (PST)
Can't you use a normal world brush and just make it invisible? I don't know if the tools/nodraw material (apart from not drawing surfaces) makes the brush physically disappear or not (i.e. in a way that a player cannot go through it, even though it can't be seen). --[[User:Etset|Etset]] 06:40, 8 Feb 2008 (PST)
::NoDraw and Invis textures are both solid.  I'm using a flat, invisible  brush to keep a physics object locked in place until a trigger condition is met in a map I'm working on.  - [[User:BlackWolfe|BlackWolfe]] 07:46, 11 Jul 2008 (PDT)
:Of course I can, I'll even really do it. I looked to original map, I mean, how it's created, and Valve use [[func_door]] for cover as well, so I'll use it too.  ~ [[User:Rullaf|Rullaf]] 05:45, 5 Feb 2008 (PST)
::Oh, perfect then :) I didn't realize you also meant that the brush had to move. Yeah if they used a [[func_door]], then you should try that. --[[User:Etset|Etset]] 02:10, 9 Feb 2008 (PST)
 
==I finished the guide==
 
After 12 years, I finished the guide. I hope this helps some of you out. This took me awhile to figure out and it was a little pain to do.
 
--[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 17:58, 10 July 2019 (UTC)

Latest revision as of 15:50, 10 July 2019

any volunteers? --Darthkillyou 20:22, 1 Dec 2007 (PST)

This one is kinda easy, I might do it later --Baliame 04:29, 2 Dec 2007 (PST)
Anyone gonna finish any of these, they've been sitting here for maybe about a month now.--Gear 13:27, 4 Jan 2008 (PST)
Yep, I'll try it. BTW: It's not so much easy, incinerator model doesn't have any 'collisions data' or whatever it's called. PS: Is here any other way to make cover than using func_door? ~ Rullaf 05:45, 5 Feb 2008 (PST)
What do you mean by make cover? --Etset 09:33, 5 Feb 2008 (PST)
I mean some brush that's blocking stuff and player, it have to open when animation of opening model is playing and vice versa. But i thing that func_door will be working. ~ Rullaf 03:00, 7 Feb 2008 (PST)

Can't you use a normal world brush and just make it invisible? I don't know if the tools/nodraw material (apart from not drawing surfaces) makes the brush physically disappear or not (i.e. in a way that a player cannot go through it, even though it can't be seen). --Etset 06:40, 8 Feb 2008 (PST)

NoDraw and Invis textures are both solid. I'm using a flat, invisible brush to keep a physics object locked in place until a trigger condition is met in a map I'm working on. - BlackWolfe 07:46, 11 Jul 2008 (PDT)
Of course I can, I'll even really do it. I looked to original map, I mean, how it's created, and Valve use func_door for cover as well, so I'll use it too. ~ Rullaf 05:45, 5 Feb 2008 (PST)
Oh, perfect then :) I didn't realize you also meant that the brush had to move. Yeah if they used a func_door, then you should try that. --Etset 02:10, 9 Feb 2008 (PST)

I finished the guide

After 12 years, I finished the guide. I hope this helps some of you out. This took me awhile to figure out and it was a little pain to do.

--Mandrew (talk) 17:58, 10 July 2019 (UTC)